The Tzimisce are a clan of scholars and flesh-shapers. Contents[show] Overview If one were to described a Tzimisce as inhuman and sadistic, it would probably. Clan Tzimisce is a major villainous bloodline in the White Wolf Studio RPG Vampire: The Masquerade and its larger franchise, “The World Of Darkness”. One of. The Tzimisce are the most overtly monstrous and least pronounceable clan in Vampire: The Masquerade (Unless you are Greek, it’s the name.
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One of the thirteen major playable clans, the Tzimisce were among the founding members of the Sabbat, and contributed greatly towards the development of cln brutal, pro-Kindred anti-human philosophy; in tzimiscee modern nights, they continue to serve the Sabbat as scholars, priests, scientists and torturers. Brilliant, sadistic and profoundly alien in thought, Tzimisce have long since abandoned the human condition, and are now determined to transcend their vampiric limitations through the use of their clan-unique Discipline, the flesh-warping power of Vicissitude.
To this end, they will gladly distort their own bodies and those of countless innocent victims in pursuit of their own vampiric evolution; for this reason, the Tzimisce are widely feared in Kindred society tzimjsce this day, and are often known as Fiends. In person, Tzimisce vampires at first seem far more civilized than the brutal packs of the Sabbat mainstream: However, spending any length of time with a Tzimisce usually provides enough proof that this reputation is well-earned: Exceeding their fellow Sabbat in their contempt for mortals, they have divorced clxn from all but the vaguest semblances of human behavior cln morality – to the point that many elders seemingly cannot comprehend mercy.
This detachment from mortal nature begins from the Embrace: Tzimisce disparage the mass-Embraces favored by the rest of the Sabbat, instead choosing their Childer with only the greatest care. Prospective Sires often seek out those of an intellectual or scientific bent, placing great value on individuals who are already disconnected from humanity taimisce some way – be they antisocial loners or amoral psychopaths.
Once their Creation Rites taimisce complete, Childer are taught to abandon their humanity in favor of a Path of Enlightenment, the most popular of which is the Path of Metamorphosis.
To the followers of this Clan-specific belief system, the world is composed of evolutionary chains: Through the mastery of this power and many years of experimentation, Metamorphosists hope to eventually reach Azhi Dahaka, a state of transcendence comparable to godhood. As the basis of Clan Tzimisce’s intellectual and spiritual acumen, the Path of Metamorphosis demands a bizarrely ascetic yet amoral lifestyle of its followers: Of paramount importance is empirical tzimisxe, and in order to pursue the physical onset of Metamorphosis, the body must be modified – for purpose, for practicality, or simply for pleasure: Somewhat paradoxically, the Tzimice are at once trailblazing researchers and stolid traditionalists, for while they gladly push the boundaries of possibility in their experiments, they abide by a very strict code of conduct in social interactions: Even to this day, Fledglings are still taught to abide by the law of Guest Right and act with the same degree of aristocratic honor that their forefathers demonstrated in the nights when the Clan were true nobility.
Among other things, guests are to be granted at least three days and nights of shelter tzimixce the host’s roof, though they are also expected to respect their host’s property and to provide gifts and services to the host in exchange for protection. Failure to abide by these laws is considered a serious breach of etiquette; among the worst offences involve the murder of a guest or the betrayal of a host – tzimidce considered unforgiveable even by Tzimisce standards.
For this reason, Tzimisce are well known for being infallibly courteous to anyone protected under the banner of hospitality: The only exception to this rule is the Tremere Clan, the Warlocks having been considered beyond redemption ever since they first acquired immortality from experiments on captured Tzimisce. It is in dealing with enemies like the Tremere that one of the most infamous of all Tzimisce traditions becomes obvious, namely that of torture: As supernatural beings, they tzimiscr not limited to mundane methods, as all three Tzimisce Disciplines can be used in order to inflict some form of pain on other beings, be it physical, tzimice, or psychological.
Even the Blood Bond, more commonly used to ensure the loyalty of ghouls and Sabbat fzimisce, can be used to create extreme emotional connections with the victim, all for the sake of rendering any physical pain all the more horrendous claan the sense of betrayal involved.
Hierarchy has been somewhat fluid among Clan Tzimisce, as is their participation in politics taimisce the years: The patriarchal heads of these broods formed the Tzimisce government, commonly known as the Council of Voivodes, which was usually headed by a Viceroy or Voivode Among Voivodes c,an originally, this position was claimed by the Eldest himself, but once the Eldest descended into Torpor and his successor Yorak grew more preoccupied by pursuing the Path of Metamorphosis, this position was soon filled by a much less imposing succession of nominal leaders.
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Due to the barely-restrained rivalries between broods, it was common for the Viceroy to meet a violent death at the hands of his successor, who would in turn meet an equally-brutal demise at the hands of his successor. The Council of Voivodes did not survive the Anarch Revolt. In its wake, the Clan fractured into a loose-knit family of Kindred, united only by blood and traditions.
Determinedly individualistic and fiercely territorial by nature, to this day many Tzimisce claim a dominion as their forebears did and rarely ever leave except on official business – a habit exacerbated by their Clan weakness. They still revere a Clan head in the form of a Voivode, but this is a religious office rather than a political one: The overwhelming majority of the Clan are members of the Sabbat; due to their intellectual bent, they rarely serve in leadership positions, instead acting as advisers, priests, scholars and torturers – essentially taking the second-in-command position to the Lasombra’s role of the ruling clan.
However, some Tzimisce claim no rank at all, and simply offer their services as members in order to exploit the potential for fresh resources and further their own mysterious goals. For this reason, some Sabbat claim that the Tzimisce have no interest in contributing to their sect’s mission, and only refused to join the Camarilla out of contempt for humanity, but even in the modern nights, Sabbat Tzimisce remain loyal members of the Sabbat – if not necessarily enthusiastic ones.
On the other hand, in certain areas of Eastern Europe, a rare few Tzimisce have chosen to remain separate from the sects, instead opting for a neutral existence spent cloistered away in their ancestral manses ; these recluses are usually very old and very powerful, likely the only reason they have managed to avoid being forcibly recruited or diablerized by the Sabbat. Respecting their power, the sect chooses to grant such Tzimisce ancients leeway within their territory, not wishing to end up like the last upstarts who made the mistake of challenging their dominions.
Much like the Nosferatu and Giovanni Clans, the Tzimisce have a unique relationship with their ghouls.
Other Sabbat Clans, like the Lasombra, despise ghouls for their humanity and only create them to perform services they themselves cannot; in military matters, they prefer to simply mass-Embrace a few dozen individuals and launch them at their foes, then promote the ones that survive.
However, because the Fzimisce have eschewed mass-Embraces ever since the Anarch Revolt, they tzimusce rely on armies of Sabbat Shovelheads to protect their havens or fight their wars, instead making exclusive use of ghouls as their servitors of choice, most commonly obtained through the abduction of individuals considered too lowly for mortal authorities to bother investigating.
Much like their domitors, ghouls rarely retain their original shape for very long: Indeed, younger Tzimisce have refined the art of pointless mutilation into games in order to test their abilities and impress their fellow Sabbat; “Pin The Tail On The Lackey” has become immensely popular with antitribu audiences, allowing novice fleshcrafters to show off their skill in Vicissitude by seeing just what kind of distortions they can inflict upon a stable of five ghouls within a time limit of fifteen minutes.
Beyond the realm of fun and games, mutilation is actually used as a means of control in place of the Blood Bond: Tzimisce masters frequently mangle the faces of newly-“hired” ghouls, promising to restore one feature of the disfigured servitor’s face in exchange for one year of perfect service ten in the case of harsher taskmasters.
Naturally, perfect service is difficult to provide, and many ghouls are doomed to an eternity of facial mutilation. Out of all the ghouls in Tzimisce service, those that still remain partly human in mind and body arguably suffer the most: Until then, the ghouls must spend their days walking on eggshells around their masters, knowing that they are constantly at risk of being experimented on for no logical reason whatsoever; should they outlive their usefulness as servants or test subjects, they can expect to suffer a long and extremely painful death on their master’s torture rack.
Tragically, all too many doomed ghouls ended up in this predicament ironically because they tried too hard to avoid such a fate and ended up accidentally displeasing their domitors in the process.
Naturally, Tzimisce vassals are never awarded with the Embrace – the sole exception to this rule being members of the Revenant Families. Valuing their havens as private kingdoms, the Tzimisce regularly use ghouls in order to make these havens more comfortable – usually by transforming them into living pieces of furniture. Over the centuries, the Clan has developed the use of organic building materials in their domains, much of it still alive and sentient: Its not known how many of these organic decorations still maintain their sanity or even their sentience after decades spent trapped in this predicament, though one Tzimisce still boasts that his couch made from only the most responsive children still cries when sat on.
Given their intense need for privacy, Tzimisce often employ fleshcrafted ghouls to act as warriors in order to secure their havens and act against their enemies during the day. Sometimes derived from human or animal stock, these Szlachta are modified beyond all semblance of their original form, sometimes outfitted with immensely thick hides, spiked bodies, enormous jaws, bladed extremities, or whatever other deformities might be considered useful in combat. No set template exists for a Szlachta; the only limitations on a ghoul’s new shape are its master’s imagination: The possibilities are limitless, though in most cases, the ghouls have lost almost all sense of free will thanks to a combination of surgical pain, brutal disciplinary techniques, and the Blood Bond – and indeed, some have regressed to bestial semi-sentience as a result of their “training.
Though highly uncommon, it is not unknown for a fleshcrafted ghoul or even a Szlachta to escape Tzimisce service. Unable to rejoin society because of their deformities, they are reduced to haunting the boundaries of civilization in search of prey, becoming the basis for many ghost stories and urban legends in the process.
In a few mercifully rare instances, especially depraved Tzimisce like Sasha Vykos have been known to release their creations into the wilderness in order to serve as public demonstrations of the Clan’s power – sometimes even Embracing them to ensure that these object lessons last forever, as was the case with the Midnight Circus ‘s Tub of Flesh and Mexico City’s Jaggedy Andy.
A variety of ghoul unique to the Tzimisce, the Revenant Families are a holdover from the days in which the Clan ruled over Eastern Europe as feudal barons: The children of these families lived much longer lives than their parents, demonstrated greater strength, and even began to mimic the powers of their vampire masters.
Fascinated, the Tzimisce encouraged the inbreeding of these families, eager to see what would emerge. The result of this ancient breeding program became known as Revenants. Though still mortal, Revenants can naturally produce a vitae similar to vampire blood, slowing their aging process and granting them lifespans in excess of several hundred years. Born possessed of all the strength, resilience and healing powers possessed of normal ghouls, they can even utilize diluted versions of vampire Disciplines.
Though the years of inbreeding have left them with their own unique weaknesses, Revenants can still perform tasks that other ghouls are too clumsy to be trusted with, and are often tasked with serving as agents within within mortal society on behalf of their masters.
As a result of this utility and the superhuman gifts they have developed, the Revenant Families are the only ghouls that the Tzimisce will ever reward with the Embrace.
At present, four main Revenant bloodlines remain in the modern nights: All of them have different powers, all of them have different possible uses to the Tzimisce, and all of them have their own specific weaknesses. Originally an Italian merchant family in the late-Middle Ages, the Grimaldi are tzinisce political backbone of the Clan; of all the Revenants, they possess the strongest ties with the mortal world: Blue-blooded, sickeningly wealthy and immensely influential, Grimaldi are most commonly employed in burying any evidence the Tzimisce before it reaches the public.
Exhibiting the Disciplines of Celerity, Dominate and Fortitude, they are granted sufficient grace and fortitude to survive the dangers of working alongside both humans and vampires, along with the ability to manipulate human minds to their masters’ benefit. However, because of their ties to the mortal world, the Tzimisce do not trust the Grimaldi and keep most of the family Blood-Bonded in order to ensure their loyalty; needless to say, the Family live in perpetual fear tzjmisce the genocidal purge that will ensue on the day their masters finally decide their services are no longer required, tzimsce spend much of their time trying to convince the Sabbat that they are worth preserving – or trying to find another clan to protect them.
The Obertus exemplify the intellectual traditions of their masters, and have done so ever since their days as librarians to the Tzimisce lords of the Byzantine Empire. Reclusive scholars by nature, each member of the clan develops an obsession with a subject of paranormal research that they will pursue at any cost, hunting down information with a tzimiece that clah masters can only admire.
In their adopted homelands of New England and South America, the estates of the Obertus family are home to colossal libraries of ancient texts, jealously guarded by every member of the bloodline. Secretly, they also believe that Revenants are the next stage in human evolution, destined to replace humanity and vampires, and have begun a program of vigorous cclan in rzimisce attempts to further the ascension of Homo Obertus.
Armed with Auspex, Obfuscate and Vicissitude, they possess the insight and malleability so caln by their Tzimisce masters, along with the power to hide themselves from those who would not understand their research.
Unfortunately, they commonly suffer from obsessive tendencies and tend to become dangerously fixated with their topic of research, often to the exclusion of all other concerns.
The Zantosa are the eyes and ears of the Tzimisce, and frequently serve as secondary loci of influence in mortal affairs. Wealthy and depraved, the family’s inclination towards hedonism has given them connections throughout the darker regions of the mortal world, and these allow the Tzimisce a means of twisting events in their favor should the “legitimate” tzimiscs of the Grimaldi fail.
Tzimisce – 1d4chan
Among other things, they have an impressive talent for digging up dirt on cpan individuals – or ensuring that individuals who threaten the Clan become compromised themselves, providing a wealth of blackmail material and potential favors. Possessed of the Auspex, Presence and Vicissitude Disciplines, Zantosa enhance their social abilities through vampiric insight and charisma, while also possessing a capacity for Tzimisce fluidity.
Unfortunately, they are almost always drawn to vice and hedonism, and are very easily addicted to illicit substances and activities – resulting in the loss of many fortunes over the centuries; for this reason, many Tzimisce have begun to wonder if the Zantosa would be better off being consigned to extinction As with all Clans, the Tzimisce possess three vampiric Disciplines: Animalism, Auspex, and Vicissitude.
Outside clab Clan’s mainstream, older low-generation Kindred also possess a talent for Koldunic Sorcery, augmenting their powers with arcane magics unknown even to the Tremere clan.
Animalism is the power of control over animals and primitive impulses: Beyond these simplistic uses, the Discipline can also be used in order to manipulate mortals: Animalism’s influence over baser instincts in nature allows Tzimisce a certain degree of control over human minds, most ckan in calming or enticing them. Though not as powerful as mind-controlling Disciplines like Dominate and Presence, higher levels of the Discipline allow Tzimisce to remotely control their Szlachta, further eliminating the need for supervision on the battlefield.
More disturbingly, Tzimisce have also harnessed Animalism for use in torture, mainly by summoning swarms of disgusting or dangerous creatures in order to menace their prisoners. Auspex grants its users superhuman sensory abilities, beginning with simple enhancements to the basic five senses before expanding to powers like telepathy and even astral projection.
Along with its pedestrian uses on the battlefield or spying, the Tzimisce have also adapted this Discipline lcan great effect in their torture sessions, with particular emphasis on its use in preparation: Koldunic Sorcery is a special brand of magic known only to the Tzimisce, similar in concept to the Thaumaturgy of the Tremere – though rather different in practice: Though primarily used by powerful low-generation Elders based in the ancestral homelands of Romania, it has recently gained adherents among some of the younger Tzimisce.
However, these powers are balanced by a significant weakness: For this reason, Tzimisce are extremely reluctant to travel and fiercely territorial. As with all Clans, the history of the Tzimisce is not entirely known, and often obscured by legends, misconceptions and outright fabrications by Elders determined to conceal their darker secrets. What is known is that, like all the Clans, the Tzimisce’s origins stem tziimisce one of the fabled Antediluvians ruling over the primeval city of Enoch: The Tzimisce Antediluvian was no exception.